Low-level native plug-in Shader compiler access
AssetBundle Workflow

AssetBundles

An AssetBundle is an archive file that contains platform-specific non-code Assets (such as Models, Textures, Prefabs, Audio clips, and even entire Scenes) that Unity can load at run time. AssetBundles can express dependencies between each other; for example, a Material in one AssetBundle can reference a Texture in another AssetBundle. For efficient delivery over networks, you can compress AssetBundles with a choice of built-in algorithms depending on use case requirements (LZMA and LZ4).

Los AssetBundles pueden ser útil para contenido descargables (DLC), reduciendo el tamaño de instalación inicial, cargando assets optimizados para la plataforma del usuario final y reducir la presión de memoria en tiempo de ejecución.

Qué es un AssetBundle?

“AssetBundle” can refer to two different, but related things.

First is the actual file on disk. This is called the AssetBundle archive. The AssetBundle archive is a container, like a folder, that holds additional files inside it. These additional files consist of two types:

  • A serialized file, which contains your Assets broken out into their individual objects and written out to this single file.
  • Resource files, which are chunks of binary data stored separately for certain Assets (Textures and audio) to allow Unity to efficiently load them from disk on another thread.

“AssetBundle” can also refer to the actual AssetBundle object you interact with via code to load Assets from a specific AssetBundle archive. This object contains a map of all the file paths of the Assets you added to this archive.


For more information, see the tutorial on Assets, Resources and AssetBundles.


Low-level native plug-in Shader compiler access
AssetBundle Workflow